If you put a map marker at the bottom of a cliff, say in that little crevice on the bottom of DSD, it's possible to have the text go into the mountain.
Text shouldn't be "3d" at all - it should always show on top. Not sure if this is easy or hard to do though.
Minor bug with placing map markers
Moderator: Moderators
Re: Minor bug with placing map markers
Should be fairly easy: disable depth testing and writing and ensure text is rendered after the game scene (map, units, ...) is rendered.
Of course text is then still 3d - which it should be - it just shows through things which obscure line of sight to it.
Of course text is then still 3d - which it should be - it just shows through things which obscure line of sight to it.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Minor bug with placing map markers
+1 also, same goes for map drawings, they can vanish into the terrain very easily.
Re: Minor bug with placing map markers
And giant units look fugly when climbing up big hills. They go into the wall.
Re: Minor bug with placing map markers
1. please, don't start an engine bashing thread ...
2. Tobi, they don't know what they request. Deactivating DepthTest would mean it would get rendered through terrain and units, and i am pretty sure they would start a new thread if you do that.
3. JAZCASH, you know that this is the mod's fault ...
2. Tobi, they don't know what they request. Deactivating DepthTest would mean it would get rendered through terrain and units, and i am pretty sure they would start a new thread if you do that.
3. JAZCASH, you know that this is the mod's fault ...
Re: Minor bug with placing map markers
I'm not so sure about that. The building squares have depth test disabled already, and no complaints so far...jK wrote:2. Tobi, they don't know what they request. Deactivating DepthTest would mean it would get rendered through terrain and units, and i am pretty sure they would start a new thread if you do that.
When you zoom out, the map drawings tend to disappear into the terrain. This is probably a z-buffer issue.
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